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Falling blocks 2
Falling blocks 2












Here are links to my entry and a post-mortem of the whole experience. You can also head on over to the Radius Engine web site or follow Most recently, I participated in last month's Ludum Dare 21 48-hour competition. If you'd like to keep up to date on my future work, check out the "Other Games" links on the left (namely Avoision). Thanks for your support and I hope you enjoy playing Falling Block Game as much as I do! Once everything stabilizes, Falling Block Game will (finally) be declared complete!ĭeveloping Falling Block Game from the ground up (twice) has been a great experience and I've learned a lot about writing/debugging cross-platform code, creating sound effects and 2D/3D graphics, promoting beta releases, and listening to feedback. Please give this release a shot and send along any bug reports. On a personal node, I'm proud to say that, after over 10 years of on-and-off development (mostly "off".), Falling Block Game finally has all the features that were ever planned for it.

  • Linux desktop entries and binary packagesĪs always, Falling Block Game includes high resolution graphics, background music, retro sound effects, customizable controls (defaulting to "z" and "x" for rotate and arrow keys for movement), joystick support, high scores lists, and two gameplay modes.įalling Block Game's new buttery smooth special effects can be seen in the following gameplay video:.
  • Smoother special effects and graphical cleanup.
  • This release includes the following new features:

    Falling blocks 2 download#

  • Download FBG2 v0.4 for Windows (Zip File).
  • Download FBG2 v0.4 for Windows (Installer).
  • When something explodes, I want to get all Blocks over the explosion, then I want that all this blocks falling down but I dont know why it isnt void onExplode(ExplosionEvent e) Īt .Falling Block Game 2 v0.4 is now available for Windows and Linux: Public void onEndFalling(World worldIn, BlockPos pos) Return block = Blocks.fire || material = Material.air || material = Material.water || material = Material.lava If (worldIn.isAirBlock(pos)) return true īlock block = worldIn.getBlockState(pos).getBlock() Public static boolean canFallInto(World worldIn, BlockPos pos) Protected void onStartFalling(EntityFallingBlock fallingEntity) tBlockState(blockpos.up(), this.getDefaultState())

    falling blocks 2 falling blocks 2

    WorldIn.spawnEntityInWorld(entityfallingblock) įor (blockpos = pos.down() canFallInto(worldIn, blockpos) & blockpos.getY() > 0 blockpos = blockpos.down()) If (!fallInstantly & worldIn.isAreaLoaded(pos.add(-i, -i, -i), pos.add(i, i, i)))ĮntityFallingBlock entityfallingblock = new EntityFallingBlock(worldIn, (double)pos.getX() + 0.5D, (double)pos.getY(), (double)pos.getZ() + 0.5D, worldIn.getBlockState(pos)) If (canFallInto(worldIn, pos.down()) & pos.getY() >= 0) Private void checkFallable(World worldIn, BlockPos pos) Public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand) Public void onNeighborBlockChange(World worldIn, BlockPos pos, IBlockState state, Block neighborBlock)

    falling blocks 2

    * Called when a neighboring block changes.

    falling blocks 2

    WorldIn.scheduleUpdate(pos, this, this.tickRate(worldIn)) Public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state)












    Falling blocks 2